š 6 Things To Learn Before Breakfast: EMANANT DESIGN
Flow from the source: TRULUV's Aurapunk Technologies; FlowTech; NeuroPlay
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Hello, weāre Alice and we are always in a state of wander.
The word āemanantā is bubbling up from frontier technologists, innovators, designers and storytellers. Emanant design invitesĀ radical change in how we perceive, experience, interact, build and achieve together. It is a design view that āflows from the source.ā The call is to harnessĀ āthe science of qualitiesā to amplify compassion that focuses on human sensory perception to deliverĀ qualities of direct experience.
Now is the time to reimagine our design process based in āthe science of qualitiesā. Why?
People are quitting current social media over manufactured reactivity and division. Weāre also gaining awareness of our own reactions due to this manipulation, and desire connection more than ever.
Climate trauma is magnifying reactivity, division and isolation. We can channel the neuroscience of love with the right support.
People are quitting their jobs over meaningless working conditions. Early adopters are experimenting with meaningful decentralized community structures.
A metaverse designed with current paradigm engagement mechanisms will be even more overstimulating. We can amplify compassion. ā TRU LUV
š©· Aurapunk Technologies: TRU LUV is an emanant organization of frontier thinkers who have banded together to create a new model for technology. Drawing on the neuroscience of love, its first product #SelfCare is a free experimental app to comfort you. Based on the belief thatĀ love is more beneficial than winning, there is no score, no pressure, no winning. Instead, you'll find inherently soothing, lovely self-care rituals such as laundry, tarot cards and a familiar cat.
Co-founders Rose Brie Code and Dr. Navi Lidhar are creating what they call ā ā¦ aurapunk ā¦ technologies for sharing power while unfurling strengthsā that reveal divine dynamics. Code, an initiatrix, beneficent designer and AI systems architect and Lidhar, a neuroscientist, are slowly publishing the documentation of TRU LUV's very radical and beautiful post capitalist work that weaves together fractals of oxytocin, adult development and common resource management. Their ā¦ BENEFICENCE ā¦ model of economics, organizational management, software development, human-computer interaction and personal development sources, reflects, amplifies and liberates love. Their āæ TERRA āæ software architecture implements the ā¦ BENEFICENCE ā¦ model in an elegant fractal that is easy, fun and nourishing to learn and infinite to keep learning.
š§ Neuroaesthetics and the Science of Qualities: In his 2007 interview with ALICE, Brian Goodwin (1931 ā 2009), biologist and founder of theoretical biology, explained the science of qualities as a feeling of wellbeing: Your health is not defined by quantities such as temperature; your health & wellbeing is a quality that only you can experience. Qualities such as beauty, joy, texture, color, pain and awe. A science of qualities in design has the objective of expressing the continuous creativity in dynamic processes. It is a platform that allows for co-creation: from a science of control to a science of participation. The science of participation leads to neuroaesthetic experiences. Neuroaesthetics isĀ a field of experimental science that aims to combineĀ (neuro)psychological research with aesthetics by investigating the perception, production, and intuitive response to art, music, or any object that can give rise to aesthetic judgments. This includes experiences and interactions with objects and scenes that evoke an intense āquality of feelings.ā Ā [To learn more on the science of neuroaesthetics and how our brains and bodies transform when we participate in the arts, read Your Brain on Art: How the Arts Transform Us, a NYT bestseller by Susan Magsamen and Ivy Ross.]
š§ Your Brain in the Zone: Achieving the flow state. First identified by the pioneering psychological scientist Mihaly Csikszentmihalyi, the flow state is "a state in which people are so involved in an activity that nothing else seems to matter; the experience is so enjoyable that people will continue to do it even at great cost, for the sheer sake of doing it."Ā That āflowā is like the sense of being "in the zone." A neuroimagingĀ studyĀ from Drexel UniversityāsĀ Creativity Research LabĀ is the first to reveal how the brain gets to the creative flow state. The study isolated flow-related brain activity during a creative task: jazz improvisation. The findings reveal the creative flow state involves two key factors:Ā extensive experience, which leads to a network of brain areas specialized for generating the desired type of ideas, plus theĀ release of controlāāletting goāāto allow this network to work with little or no conscious supervision.
š§ Flowtech: Brain.fmĀ has developed generative soundscapes tuned to put the brain into flow states optimized for activities like studying, working, or unwinding. Users can select tracks to match desired mental states. Brain.fmĀ aims to harness the brainās neuroplasticity through engineered sound environments that entrain neural oscillations. Their technology leverages musicās effects on cognition and mood.
š§ NeuroPlay: Transformational games are games that change how players think, feel or behave. They can even aid in medical issues and help researchers better understand how the brain works. Jessica Hammer, the Thomas and Lydia Moran Associate Professor of Learning Science at Carnegie Mellon University thinks the most important technology for making games is the brain.
"My games are designed to put the player into an altered state, so their brain becomes part of the system of play. Play is not something that can be done to you. It's something that you actively do with your mind as well as your body." In Aphasia Games for Health, Hammer partnered with the University of Pittsburgh's William Evans and others to help patients suffering from aphasia, a disorder that affects how people communicate, to fight social isolation and language loss. They are also building a gaming community for people with aphasia by supporting the development of games for recovery, providing resources for designers, and making aphasia friendly games accessible.
š® Video game rewards study reveals gamer good Samaritans: Gamers who chose to be good Samaritans while playing through a zombie apocalypse were more likely to be prosocial post-game, according to Queensland University of Technology research. Designed like a short action-adventure game, players take on the role of a human survivor in a post-apocalyptic world, competing for fuel and shelter while fending off zombies. They all encountered one down-on-his-luck character named Bruce who was thirsty and desperately needed help. The kicker: the play required players to decide whether to use coins they earned during the game to buy him a bottle of waterāor not. 55 participants aided Bruce knowing there was no reward for their help while 59 were surprised with a reward and 61 helped knowing they were promised a reward.
āAlice laughed. 'There's no use trying,' she said. 'One can't believe impossible things.' āI daresay you haven't had much practice,' said the Queen. 'When I was your age, I always did it for half-an-hour a day. Why, sometimes I've believed as many as six impossible things before breakfast.āā
āĀ Lewis Carroll, Aliceās Adventures in Wonderland
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